Abstract
Bone dissection is an important component of many surgical procedures. In this paper we discuss adaptive techniques for providing real-time haptic and visual feedback during a virtual bone dissection simulation. The simulator is being developed as a component of a training system for temporal bone surgery. We harness the difference in complexity and frequency requirements of the visual and haptic simulations by modeling the system as a collection of loosely coupled concurrent components. The haptic component exploits a multi-resolution representation of the first two moments of the bone characteristic function to rapidly compute contact forces and determine bone erosion. The visual component uses a time-critical particle system evolution method to simulate secondary visual effects, such as bone debris accumulation, blooding, irrigation, and suction.
Original language | English (US) |
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Title of host publication | Proceedings - IEEE Virtual Reality 2003, VR 2003 |
Editors | Jim Chen, Bowen Loftin, Ulrich Neumann, Haruo Takemura, Bernd Froehlich |
Publisher | IEEE Computer Society |
Pages | 102-109 |
Number of pages | 8 |
ISBN (Electronic) | 0769518826 |
DOIs | |
State | Published - 2003 |
Externally published | Yes |
Event | 2003 IEEE Virtual Reality, VR 2003 - Los Angeles, United States Duration: Mar 22 2003 → Mar 26 2003 |
Publication series
Name | Proceedings - IEEE Virtual Reality |
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Volume | 2003-January |
Other
Other | 2003 IEEE Virtual Reality, VR 2003 |
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Country/Territory | United States |
City | Los Angeles |
Period | 03/22/03 → 03/26/03 |
Bibliographical note
Publisher Copyright:© 2003 IEEE.
Keywords
- Bones
- Cadaver
- Computational modeling
- Frequency
- Haptic interfaces
- Humans
- Irrigation
- Surgery
- Time factors
- Visual effects
ASJC Scopus subject areas
- General Engineering